#I wish there was a mod that just immediately killed all enemies in combat
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ranger-danger · 1 month ago
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apart of the reason I struggle with replaying bg3 is the combat system. Oh man. No thanks. Hate it so much.
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madmaryholiday · 10 months ago
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today on my first fallout 4 run:
bought a sword from a lady at a diner
it has a better reach than the combat knife so i can hit bugs with it
also it does extra damage to robots
which seem to be EVERYWHERE now for some reason
also rigged up a sniper rifle so i could take out turrets from afar.
tried to start using more guns so i could use up my ammo but i can't aim for shit so most of the ammo is wasted
accidentally found and killed a deathclaw with a basic laser gun because that was what i had the most ammo for and i knew i'd miss most of the shots
and now i have a deathclaw hand!
just downloaded the DLC (which was on sale at humble bundle and which i didn't have yet because i had just the base game from a prior bundle), so hopefully that doesn't immediately spawn enemies way above my level everywhere.
tbh i mostly got it for the extra stuff for settlements, but the new areas look cool too.
i'm....level 15 now i think? i just know it wasn't high enough to get the next perk i wanted, so i went with a damage resistance perk instead.
i wish i could access stuff at all my workshops simultaneously, because i keep trying to build stuff and winding up like one uncommon item short. if that's not a perk i can unlock later, i really need to see if i can find a mod for it that works on my steam deck.
i also heard enemies gossiping about my player character for the first time! some raiders i was hiding from started talking about another area i had cleared out earlier and how the raiders there had been taken out "by one tough broad" ("one" as in a single person, not like the phrase "one tough cookie"). it's fun to hear that kind of chatter from random unimportant NPCs instead of just getting the "i've heard about you!" from the quest-giving NPCs. makes the world feel more "real," you know?
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melodythefab · 3 years ago
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So I may have made an artificer and I may have played her and she may be just a tad feral but anyways here’s some highlights-
Quier (fellow party member)(pronounced Queer)- Hi, I’m Quier-
Adelaide (my character)- aren’t we all.
~~~~~~~~~
Training Captain- so, we had our own artificers look at your… what was it, a gun? And they said it was maybe the singular most destructive thing they’d ever seen, so you’ll get that back later.
Adelaide- that’s the point! That’s the whole point of a gun!
~~~~~~~~~~~
Adelaide- starts infodumping about guns*
Puckett (a new NPC friend)- *listening and providing comments when they can*
Adelaide, internally- I’ve only had Puckett for 20 minutes but if anything happened to them I would kill everyone on this island and then myself-
~~~~~~~~~~~~~~~~~
Adelaide- *misses nearby enemy* that was a warning shot! You won’t get another one!
~~~~~~~~~~~~~
*fighting in training*
Puckett- *gets pretty seriously hurt by a half-orc rogue and a human fighter*
Adelaide- *pushes herself in between Puckett and the others* if you so much as touch my friend I swear to all the gods I will make you wish you were never born.
~~~~~~~~~~~~~~~
Half-orc- *does damage to Adelaide*
Adelaide- *looks over* as soon as I get my alchemist supplies back, I will melt your insides-
Half-orc- We’re in combat training wtf 👁👄👁
~~~~~~~~~~~~~~
*meeting the senators of the Republic of Pirates*
Adelaide, to Kymera (other party member)- I could, like, kill a man!
Dwarven senator- *mods in approval*
~~~~~~~~~~~~~~~~
Adelaide, frustrated- *throws training crossbow on the ground*
Adelaide, immediately after- *goes back and picks it up because it’s the only weapon she was given*
~~~~~~~~~~~~~~
Adelaide- *carries half-orc, who is over 2 feet taller than her, to the infirmary* oh my gosh I’m so sorry, I didn’t mean it, Puckett got hurt and I got worried and that happens sometimes I’m so sorry 🥺
Half-orc- oh no, I totally understand I’d do the exact same thing. Good for you.
Adelaide- *gives awkward hug*
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sundayswiththeilluminati · 5 years ago
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exotics make the noise, boys, but legendaries do the work.
After so many posts celebrating Destiny’s exotics I feel compelled to pay tribute to the other, far larger portion of the weapon pool: the legendary gear that pulls its weight all day every day. These are my top five all-arounders, the weapons I infuse up first, the ones I go to when I don’t know what I’m going up against. These are:
Blast Furnace / Hammerhead
Type: Pulse Rifle / Machine Gun
Slot: Kinetic / Heavy (Void)
Perks: Outlaw+Rampage / Dynamic Sway Reduction+Rampage
Kills: 16827 / 8697
Two of the Black Armory’s pieces, the Blast Furnace pulse rifle (shown here with the Verdigris shader) and Hammerhead machine gun (Amethyst Veil shader) still pull their weight a year after their introduction. Falling squarely on the scifi end of Destiny's scifi-fantasy spectrum, Black Armory weapons are easily recognized by their sleek-but-practical look, not flashy but new and designed and manufactured with great care. They have open straight-edged cowlings with visible internals and usually show traces of the Black Armory’s signature moiré-pattern animation.
Blast Furnace superseded Forsaken’s Go Figure pulse rifle (another of my go-to kinetics) with better stats in pretty much every column. The pulse rifle archetype is already one of Destiny’s best and Blast Furnace’s great stats, great perk pool, good chatter, and friendly sights - not to mention the ease of farming for the roll you want by completing Black Armory weapon frames instead of hoping for a random drop - plant it squarely in most Guardians’ top 10 if not 5. My chosen roll is Outlaw (reload much faster immediately after a precision kill) and Rampage (damage increases with each kill, stacks up to 3x), a classic top-tier perk set.
Hammerhead was one of the first non-exotic machine guns introduced and its decent range (here extended by Ricochet Rounds), 59-round clip, and fast-but-not-too-fast 450 RPM fire rate put it right at the sweet spot where it performs well against both large numbers of weaker enemies or a handful of powerful ones. It also fares well in PvP where heavy ammo is very rare and Hammerhead’s ability to put paid to a Guardian in 5 or 6 solid hits means you get more effective bang for your heavy ammo crate buck. My Hammerhead features Rampage and Dynamic Sway Reduction (holding down the trigger boosts accuracy over time) which doesn't come up much when firing short bursts but helps a lot when pouring an entire clip into a boss’ crit spot. Whenever I’m running an Energy-slot exotic or if I just don’t want to think too hard about my loadout, it’s a good bet I’ll throw on one or both of these weapons.
Subtle Calamity
Type: Bow
Slot: Energy (Void element)
Perk: Dragonfly/Archer’s Tempo
Kills: 11806
Subtle Calamity (Clouds At Sea shader) has no great lore or storied manufacturer behind it; it’s a general world loot drop added in Forsaken. And it’s great. I was already pumped for the addition of bows and Subtle Calamity ended up hitting the sweet spot for daily use. With bows the key stat is draw time; longer draw times equal more power but also, well, longer draw times. Hence why I went for the perk Archer's Tempo, which decreases draw time as you land precision hits. It also has the Dragonfly perk, a flashy ability I like probably more than it deserves, which causes enemies killed with precision hits to explode into AoE elemental damage. Bows are a lot of fun, occupying the middle ground between Auto Rifles and Sniper Rifles that Scout Rifles were supposed to fill, and given how lousy I am with snipers if I need to land precision hits I'll usually go for a bow instead.
In-universe, what's the explanation for Guardians suddenly getting into bows? It's because of the events of Forsaken and the Guardian push into the Tangled Shore and Dreaming City i.e. into more regular contact with the Awoken, for whom it's a culturally-significant weapon - something like a claymore to a Scot or a katana to the Japanese. More pragmatically when the Awoken first returned to our solar system and settled in the lashed-together space derelict habitats of the Reef they faced the problem of using weapons inside said space habitats as well as launching cables and small satellites. Their solution was bows: strong enough to fly far, carry payloads, and deal damage, but unlikely to pierce a hull and far easier to manufacture than firearms. Awoken Corsairs still use bows as near-silent precision weapons in actual combat, relying on technologically-advanced payloads to deal the real damage. Or not so advanced - Sjur Eido puts a broadhead arrow through an inch of Guardian plate armor with little more than determination, skill, and the properties of whatever magical material Wish-Ender is made from.
Tigerspite / Age-Old Bond
Type: Auto Rifle / Auto Rifle
Slot: Kinetic / Energy (Void)
Perks: Outlaw+Kill Clip / Rampage+Fourth Time's The Charm
Kills: 14623 / 11863
Though they come from different sources in-game, I’ve grouped these two together because they’re both Awoken weapons. Age-Old Bond (Circadian Chill shader) drops from the first encounter of the Last Wish raid while Tigerspite (Night’s Chill shader) comes from activities in the Dreaming City. I love both of these weapons and use them all the time even when they’re not ideal for the situation at hand. Tigerspite, like the rest of the Dreaming City weapon set, has an elven high-fantasy style featuring cloth wrappings (?) and long, sinuous curves. The Last Wish raid set has a similar aesthetic but goes for a combination of carved-bone paneling and animated celestial diagrams that recall Awoken tech displays.
Fun lore note: Tigerspite is one of the few non-exotics to be mentioned by name in the lore. Sjur Eido selects a Tigerspite for one round of her duel with Uldren Sov back in the Distributary. It gets referenced again as a standard Awoken weapon after their return to our solar system, so it’s had quite the service life. Tigerspite’s stats were superseded a while ago by newer auto rifles but I love its sights and feel and keep using it anyway. Outlaw (faster reload on precision kill) and Kill Clip (increased damage immediately after reloading after a kill) are a classic weapon perk combo that’s always in season. Also I’m pretty sure a cat gave me this gun. Not a cat-cat, a Dreaming Kitty, one of the nine adorable stone cat statues hidden in the Dreaming City. While doing Dreaming City activities you’ll sometimes pick up an item called “A Small Gift,” a dish of something that “smells faintly of mint.” Since catnip is a member of the mint family, that’s your hint to bring that gift to your nearest Dreaming Kitty. Doing so rewards a weapon and causes the chosen statue to disappear. I’m pretty sure the first or second kitty I ever found gave me this specific gun, which just seems appropriate given its name.
Age-Old Bond is a special weapon to me. It comes from the first fight of the Last Wish raid, an encounter with the Taken Techeun Kalli, the Corrupted, and was the first fight I ever completed with my informal raid crew named “World’s Worst Fireteam.” Last Wish released at 550-590 light at a time when most Guardians were still trying to crack 530 and thus could barely handle redbars on raid day one. We were like most Guardians. But we were unlike most Guardians in being stupid and stubborn, and so we went into the raid anyway, because if we couldn’t get World First, we could still get World’s Worst. We never had a chance at the full raid, but after great struggle and great teamwork we finally managed to bring down Kalli and net ourselves our first Last Wish raid drops. For me that drop was this specific auto rifle - which is not just sentimental, but actually special. Some legendary weapons in Destiny have “curated” rolls, perk and stat combinations chosen by Bungie to be top-tier if not the best possible. Anytime you get a weapon drop you have the chance to get a curated drop instead, which comes fully-masterworked with those chosen perks. Age-Old Bond’s curated roll was the only one at the time with the new Fourth Time’s The Charm perk; when you land four rapid precision hits (they don't have to be sequential) it refunds two rounds directly back to the magazine. This does more than you might think for the weapon’s versatility, since if you’re pouring fire into a single target’s crit spot (i.e. a boss) it effectively gives the weapon 50% more clip i.e. a solid 48 rounds before you have to reload. It won’t replace a Heavy or high-DPS weapon anytime soon, but it’s pretty handy in a tight spot. The other perks on the curated roll max out Age-Old Bond’s range stat compared to other auto rifles, one of the dump stats of that archetype, and with a Counterbalance Stock mod to reduce recoil it’s practically a trace rifle.
I do favor these five weapons, but I also try to mix it up - I picked these five based on my top kill counts, but that biases it towards Y2 guns that have been in service longer. Plenty of newer weapons routinely turn up in my loadout these days: the pleasant chatter and Demolitionist perks of Outlast, Full Court/Field Prep Love and Death, the delightful new kinetic bow Accrued Redemption, Shaxx's broke-ass Crucible pinnacle weapon The Recluse, last season's snappy Patron of Lost Causes, the 600 RPM bullet-hose Arc Logic, and of course the reliable, venerable Y1 IKELOS shotgun. But in the end the only wrong loadout is one you don't enjoy, and the best choice is whatever you find the most fun.
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monstersdownthepath · 6 years ago
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Spiritual Spotlight: Dammar the Denied
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True Neutral Psychopomp Usher of Liquor, Luck, and Medicine
Domains: Healing, Luck, Protection, Repose Subdomains*: Resurrection, Curse, Purity, Psychopomp
Concordance of Rivals, pg. 8
Obedience**: Consume a full serving of alcohol and spend an hour reflecting on the intricacies of the living form. At the conclusion, pour a second serving at the base of a tree or a large stone. Benefit: Gain a +4 insight bonus on Heal checks and saving throws against the effects of alcohol and swarm attacks.
(*IMPORTANT NOTE: The Subdomains are my best guess; Subdomains are not listed in Concordance of Rivals. **ALSO SOMEWHAT IMPORTANT: Dammar’s true Obedience squicks me out something fierce, so the one provided is an alternate take with only a slight deviation from its written form. The actual Obedience will be in the link at the end of the article, as always, but be wary if you have emetophobia or are otherwise sensitive to people un-eating things)
A single bottle typically contains six servings, by the way. Gutter-quality swill will maybe run you 5cp a cask, assuring you’ll more or less always have some on you provided you aren’t robbed, set on fire, or stranded away from civilization for weeks on end, eliminating the bookkeeping nonsense that Obediences with material components usually require. It doesn’t even have to be any specific kind of alcohol! ANY old stuff will do, including any you make yourself.
The tricky part is the second portion of the Obedience, requiring you to sacrifice a serving to a tree or rock. This means one bottle will carry you through three Obediences, which doesn’t sound like much until you have to start devoting a good portion of your carrying capacity to wine casks. Get yourself a cart! As for why the rock/tree bit is tricky, well, you won’t always have access to such terrain features! Sometimes you just get stuck underground, or in a frozen tundra, or in the Plane of Air for a few days! Maybe the DM will let you substitute the symbolic offering by just pouring it on an altar you make, but that’s something to discuss with them beforehand.
The benefit is mmmmmmmmmnot great, despite being a triple threat. It’s a triple threat against threats that aren’t super threatening; unless you invest in Signature Skill, the Heal skill in general has few uses. Being more tolerant of alcohol is impressive for roleplaying but not typically useful in combat, and while bolstering yourself against a swarm’s lethal Distraction ability IS good, it’s too niche to be impressive.
Boons are gained slowly, gained at levels 12, 16, and 20. Servants of the Monitors, though, can enter the Proctor Prestige Class as early as level 8. If entered as early as possible, you can earn your Boons at levels 10, 14, and 16. You MUST take the Monitor Obedience feat, NOT Deific Obedience. Monitors grant only a single set of Boons.
Boon 1: Mixed Blessings. Gain Enhance Water 3/day, Vomit Swarm 2/day, or Neutralize Poison 1/day.
Oooh, three spells I don’t think we’ve seen in a Boon before! Exciting!
Enhance Water turns any water you touch into some form of alcoholic drink, but here’s the twist: any diseases, poisons, minerals, and other contaminants within the liquid are transmuted into seasonings/flavoring and additional alcohol. Plain old purified water will get you a passable beer, but irradiated scum-filled poisoned pond water will get you several pints of top-shelf, sealed-behind-glass-and-rigged-with-an-alarm bourbon or wine that you can potentially sell to people for outrageous prices (by that I mean about 50gp to 100gp a bottle).
The unfortunate downside is that it only affects water, meaning no cheating and dipping your finger into a glass of wine that’s been served to you to clear out the poison your gracious host slipped in... However, the spell makes no distinction between free-floating water or water in a container, only that that it cannot affect Unholy Water and has no effect on magical liquids within the water (only mundane contaminants). While your round could certainly be better spent elsewhere, there’s something funny about having the ability to turn several pints of water surrounding an underwater enemy into cloudy alcohol. Aboleths aren’t immune to poison! And god, can you imagine how agonizing it must be to have alcohol rush through your gills AND into your eyes? Even if it’s just for a few seconds--ouch!
Now, Vomit Swarm is a good combat spell for those who wish to abstain from drinking too much. Sadly, no “drop the swarm in an enemy’s pants” casting range here, but the swarm starts adjacent to you and moves in a direction of your choice once its supply of victims is exhausted. Even better, though, is that the spell’s power scales with level; by the time you get this ability you can choose to spit out a swarm of spiders OR a swarm of wasps, and on hitting 13 Hit Dice you can spew a ravenous horde of army ants instead! And army ants are nasty, let me tell you. A swarm of them moving in their slow march will disassemble anything in their path, so make sure your allies aren’t in said path.
Neutralize Poison, predictably, neutralizes poison. It’s a good spell to have on standby, because some poisons can be nasty. Especially Con-damaging ones! All three of these spells have their own uses, but unless you’re short on liquor for your Obedience, I’d stick to Vomit Swarm unless you planned on heading into the Darklands or a jungle/swamp.
Boon 2: Dammar’s Mercy. 1/day, you may cast Maximized Breath of Life as a spell-like ability.
That’s 40+Caster level (max +25; you start with +10) HP restored to a single target. Breath of Life is an... interesting, very oddly-worded spell. As written, it’s effectively worthless for anything but death through HP damage (which, don’t get me wrong, is the #1 killer for many creatures) as it does not cure ability score damage/drain or negative levels. In addition, since it instills a negative level on its--oh hold on I forgot to explain how it worked, didn’t I?
You cast Breath of Life on someone who’s already dead, you see, and it restores HP to their corpse. Lets say Mr. Squishly, the local Wizard with an impressive Constitution score of 10 and 30 HP to his name is instantaneously blended by a monster with six natural attacks which all rolled maximum damage on every dice, bringing Squishly to -54 HP! You’re unconscious at 0 HP and dead once your HP hits a negative number equal to your Con score, so -10 in Squishly’s case. That means poor Squishly just up and croaked!
But you, Helpful Proctor, have Drammar's Mercy available. With a flourish of your fingers and a reassuring pat on the back (delivered within 1 round of death!), you give Squishly 50 HP back, taking him to -4. Since -4 is within his death threshold, Squishly is brought back to life!!! Unconscious, but alive! And then he gets a negative level slapped on him, bringing him to dangerous territory and teetering on the brink at -9, a papercut from death. But alive!
However, if he got an additional bump on his way to the ground and brought himself to -55 HP, there’d be nothing your spell could do; yes he’d come back to life for one brief and stellar moment just before the negative level killed him again. And at -60? Sorry, you’ll need some stronger juice here.
Thankfully, cases where you’re overkilled by a ludicrous amount are rare, especially if you’re smarter than Squishly and get out of the Adventurer Disassembly Zones that are threatened squares. 50 HP is a lot, enough to bring most people back from death unless their bodies were torn to pieces or disintegrated... Or if they died from Con damage or, again, negative levels. Healing in combat is generally not what you want to do, but Breath of Life CAN indeed be used on targets that are still alive, instantly granting them a huge chunk of hitpoints to keep on trucking in the current battle!
The most unfortunate part about Breath of Life is that it can only work on a corpse that’s been a corpse for 1 round or less, but Dammar has forseen that issue and gives their followers a bit more wiggle room...
Boon 3: Uncertain Fates. You may keep the souls of any intelligent creature that dies within 30ft of you, which orbit you as disembodied lights. You have a cumulative +1 bonus to AC and caster level checks to overcome spell resistance and a -1 penalty to Fortitude saves for each soul you keep in this way. You may hold a number of souls equal to half your Hit Dice plus your Charisma modifier, and they are immediately released to the River of Souls if you are stunned, unconscious, or fall asleep. If you have a creature’s soul and access to their body, you may use Breath of Life on that creature as though they had died on the previous round.
yyYYYEEEAAAAH
How would YOU like to have additional AC equal to half your Hit Dice? That’s 7+Cha mod when you first get this power and it only raises as your power does. Dammar is the Usher responsible for making the trip from the Boneyard back to the land of the living as grueling as possible, but this ability allows you to briefly cheat that system by preventing the souls from reaching the Boneyard at all. You can have a halo of flickering, moaning lights dancing around you, deflecting incoming blows as well as any armor. The more people that die around you, the more difficult it is to actually hurt you--it’s like Death Knell except better! Those hovering souls don’t even get a saving throw to avoid joining your little menagerie, though your ‘hold’ on them is so tenuous that you don’t actually stop them from coming back to life if they get raised by other means.
The fact that ONLY Breath of Life actually benefits from this ability is a little disappointing, but you DO get that 1/day for free, and Clerics, Oracles, and Shamans all get it as well. and since it requires no material components, it’s rather simple to get scrolls made--it costs around 600gp to make or a little over 1100gp to buy one--for later use. You can even make the scrolls yourself, given that you have it as a spell-like! The restriction that you can’t fall asleep or otherwise go helpless without losing your collection is pretty harsh, but if your allies NEED you to make it back to town with their souls in tow, just slap yourself with Lesser Restoration and keep trucking until all of them are back safe and sound.
Every ally that falls also make it harder to fell you! ... Just uh, be real careful around poison-wielders since your Fortitude save hemorrhages as your AC is bolstered. But hey, that’s why Dammar also gives you Neutralize Poison!
You can read more about them here.
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new-world-hope · 7 years ago
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QuakeCon Fallout 76 panel
Panel begins at around 37:50, but if you want to skip the panel intro (in which nothing happens) and a replay of the E3 trailer, go to 42:18. Panel includes Fallout 76 development director Chris Meyer, project leader Jeff Gardiner, and game director Todd Howard.
Important/noteworthy info (I’m sure this is riddled with spelling mistakes, bad grammar, maybe even conflicting info; if you notice anything, let me know):
In regards to questing and general feel, FO76 remains “very similar to the Fallout you know and love.” Howard describes it as being 80% the familiar feel of Fallout, with the other 20% being “really different.”
FO76 has more “adventure elements,” focuses more on what it means to live in the world. It “has to feel real��� to the player. The game “has a slow burn,” and they want you to really feel like you are your character in this game.
FO76 uses the Quake III networking architecture.
According to Gardiner, Bethesda Montreal is working on the game’s graphics, while Bethesda Austin is comprised of gameplay and network code experts.
Bethesda debuts the Fallout 76 Perks trailer (in the style of similar animated Vault-Tec trailers which came out before FO4), including things like mutations.
Character creation in Fallout 76 is shown at 54:40. The CC has been improved over FO4, though no details on how or why are given. Immediately after creating your character, you are taken to a screen where you can take your Vault-Tec ID badge photo, using the game’s photo mode, which allows you to select character poses and facial expressions.
Photo mode can be used at any time throughout gameplay, and photos you’ve taken appear in load screens. These are randomized along with “curated photos.”
Loading screens do not appear often, but there is a “little one” whenever you fast travel.
You can change your character’s appearance at any point throughout gameplay, from your hairstyle to even your gender.
At 56:25, gameplay is shown of emerging from the Vault, including your first level-up.
Leveling up begins with choosing whichever one of your SPECIAL attributes you wish to increase, which is followed by choosing an available “perk card” under that category. This seems much less cluttered than FO4′s perk chart screen. Taking a perk again increases its rank up to a seeming maximum of three. Each perk card has a “point cost” which requires a certain SPECIAL level in order to equip it.
“The levels keep going up and up and up. We don’t want to make a game where you have to stop leveling, but we had to make some very interesting decisions on what that means for a multiplayer game for balance.
We see level-ups to level 2, level 4, and then level 42. At 58:37, at the level 42 level-up screen, the player is wielding a crossbow.
PERKS SEEN: (any words in brackets were cut off; all assumptions are my own, though any indicated with ? I am unsure of--KEEP IN MIND that the numbers are affected by PERK RANKS and are thus subject to change; the numbers here are taken from perks of various tiers; this includes things like “there’s no chance you’ll be addicted to alcohol,” which is a level 3 perk, in which we can assume the first two levels just have a lowered chance)
STRENGTH
GLADIATOR: Your one-handed melee weapons now do +10% damage.
THRU-HIKER: Food and drink weights are reduced by 30%.
STURDY FRAME: Armor weighs 25% less than normal.
EXPERT SLUGGER: Your two-handed melee weapons now do +10% damage.
BEAR ARMS: Heavy Guns weigh 40% less.
BATTERIES INCLUDED: Energy weapon ammo weighs 30% less.
BANDOLIER: Ballistic weapon ammo weighs 90% less.
EXPERT HEAVY GUNNER: Your non-explosive heavy guns now do +10% damage.
PERCEPTION
GREEN THUMB: You have a 25% chance to reap twice as much when harvesting flora.
PERCEPTI-BOBBLE: You hear directional audio when in range of a bobblehead.
PANNAPICTAGRAPHIST: You hear directional audio when in range of a Magazine.
ENDURANCE
SLOW METABOLIZER: All food satisfies hunger by an additional 15%.
VACCINATED: Chance of catching a disease from creatures is reduced by 60%.
DROMEDARY: All drinks quench thirst by an additional 15%.
PROFESSIONAL DRINKER: There’s no chance you’ll get addicted to alcohol.
AQUAGIRL: You no longer take Rad damage from swimming and can breathe underwater.
CHARISMA 
HAPPY CAMPER: Hunger and thirst grow 40% more slowly when in camp or in a team workshop.
PHILANTHROP[Y? IST?]: Restore some of your [team’s] hunger and thirst when [you eat] or drink.
SPIRITUAL HEAL[ER?]: You regenerate health for [?] seconds after reviving anot[her] player.
SQUAD MANEUVER [perhaps MANEUVERING?]: Run 10% faster when part of [a] team.
STRANGE IN NUMBERS: Positive mutation effects are +% stronger if teammates are mutated too.
LONE WANDERER: [Wh]en adventuring alone, take 10% [l]ess damage and gain 10% AP regen.
TEAM MEDIC: [Y]our stimpaks now also heal [ne]arby teammates for half the normal strength.
BLOODSUCKER: [Blood p]acks now satisfy thirst, no [longe]r irradiate, and heal 50% more.
PARTY GIRL: The effects of alcohol are doubled.
HAPPY-GO-LUCKY: Your Luck is increased by 2 while under the influence of alcohol.
QUACK SURGEON: Revive other players with liquor!
BODYGUARDS: Gain 8 Damage & Energy resist (max 24) for each teammate excluding you.
HARD BARGAIN: Buying and selling prices at vendors are better.
INSPIRATIONAL: When you are on a team, gain 5% more XP.
INTELLIGENCE
FIRST AID: Stimpaks restore 10% more lost health.
CONTRACTOR: Crafting workshop items now costs 25% fewer materials.
MASTER HACKER: Gain +1 hacking skill, and terminal lock-out time is reduced.
EXOTIC WEAPONS: You can now craft Rank 1 exotic weapon mods. (Plans required) [Vault Boy is shown wielding a bow on this card]
AGILITY
MARATHONER: Sprinting consumes 20% fewer Action Points.
GOAT LEGS: Take 80% less damage from falling.
LUCK
SCROUNGER: 50% change to find extra ammow hen you “Search” an ammo container.
STARCHED GENES: You will never mutate from rads and RadAway will never cure mutations.
MYSTERY MEAT: Stimpaks generate excessive, edible meat. Higher Rads improve the chance.
MYSTERIOUS STRANGER: The Mysterious Stranger appears more often when using VATS. [This perk is at level 2 of 3; assume that the Stranger only begins appearing if you have level 1]
LUCK OF THE DRAW: Your weapon has a 10% chance to regain condition when hitting an enemy.
CAN DO!: [30%?] chance to find an extra canned good when you “search” a [?] container.
You can pick any perk that you meet the requirements for when you level up. More become available as you level.
Your stat level determines how many perks you can have active at a time: A character with 12 Strength is shown to have one level 3 perk, three level 2 perks, and three level 1 perks, adding up to 12. Cards can be worth up to 5 points, with each capping at different tiers.
Each SPECIAL stat has a cap of 15.
Charisma in FO76 is designed to share your perk cards with other players in your team.
Perk cards can be unlocked in card packs, which you initially get every two levels, until level 10, after which you get one every five, in addition to the single perk card you unlock every level. They come with four cards and a stick of gum, which can be used as a food item. The gum wrapper has a joke in it, all of which are written by Emil Pagliarulo (writer of such things as Oblivion’s Dark Brotherhood questline, Skyrim’s guard dialogue, and Fallout 4′s main storyline).
You can swap out your perks at any time.
There are “hundreds” of perk cards.
SPECIAL points cannot be increased after level 50, but you can still pick a perk card every level after that.
Beta goes live in October.
They fully expect FO76 to be broken at first; the beta will be used as a stress test.
FO76 will be updated regularly after launch; Todd states it will be a “different game” one, two, five years after it comes out.
On PvP, griefing: When you shoot another player, you do a little bit of damage, not full damage, described as an “invitation” to combat, like “slapping somebody at a bar.” If the other player engages, then both enter combat and do full damage. There is a cap reward to combat based on the players’ levels; you will get more caps for killing a high-level character than a low-level character. When you are killed, you can “seek revenge,” which doubles the reward for killing them.
An attacking player can still kill someone who does not wish to engage, but if they do (i.e., against their will), they become a “wanted murderer,” and get no reward for it (no caps, no XP) and appear on everyone’s map as a red star with a bounty on their head--a bounty which comes out of their own caps. They are also unable to see any other players on their map.
Sneaking removes you from the map (unless you are wanted).
When you die, you drop your junk items--think crafting materials, a large portion of the gameplay loop. You can store your junk in a stash. The point of this is to represent sunk time, to make sure you are preparing before heading into a dangerous area.
You can respawn at any fast travel point; the point closest to you is free, the Vault 76 entrance is free, but everything beyond that has a cap cost dependent on distance from you.
PvP does not “kick off” until level 5.
You are able to “ignore and block” players; ignoring blocks them for the session. (Assuming blocking means you won’t be matchmade with them again?)
There is a “pacifist flag” (mode) which sets the game so you cannot accidentally engage in combat, so that no one can trick you into fighting by jumping in front of your bullets (further preventing griefing)
PvP is balanced so that stronger players will indeed be harder to kill, but if you play cleverly and well you can still manage to come out on top; the cap reward will be incredibly high if you pull off a kill on someone much higher in level
Blueprint system: Save blueprints to a creation so that you can easily rebuild it if it gets destroyed, and so that it can be moved within your camp to fit it nicely with the terrain whenever you move somewhere new.
Camps can be destroyed so that you cannot grief players by trapping them inside a prison.
Example of a trap set by Bethesda employee: Player sat in the middle of the road playing a tuba, but built turrets in the foliage to the side of the road. When players attempt to attack him, the turrets turn on them and fire from the foliage, killing them first.
Camp can be moved so that players can move their camps around when they find a nicer spot, but players tend to settle in to a specific place to keep their camp.
There is voice chat for your team, and for the game world; area-based, so you can hear players near you.
VATS is now real-time. You cannot initially target individual body parts, and the ability to do that is a perk you can unlock. Percentage to hit is based on your Perception. VATS can be used to find players (as you can in other modern Fallout games).
VATS becomes more and more useful the more you invest in Perception.
Inon Zur is scoring Fallout 76.
Licensed music: FO76 has more tracks than have ever been in a Fallout game. There are radio stations you can listen to. There is a balance of “classic” tracks used in older Fallout games, as well as songs new to the series; they seem to be drawing most heavily from 40s music this time around. Howard says there is an “unbelievable amount” of weird, wacky 40s music.
Private servers are definitely happening, specifically because they want people to be able to mod the game. It’s going to be “very, very complicated,” but Bethesda is “committed to it.” They are in the process of solving that problem.
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sleepymarmot · 8 years ago
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MEA liveblog #6
Spoilers!
Kadara
Alright, let's hope this virus sample is as harmless as SAM said... Why doesn't this scene have an interrupt? Why does Andromeda have so few?
Oh, right, there's still a quest with Reyes and Drack's story about Spender
I think I should also try the monolith again. Regardless of politics, activating the vaults for Ryder is like closing rifts for the Inquisitor.
Thank you internet for telling me how to activate the southernmost monolith! There's a cave entrance at the base of the mountain, on the road to the east of the monolith and north-east of the forward station.
Ugh, navigating this vault and trying not to die took a long time...
Why do I get flirt options with Reyes in 90% of dialogue wheels?
Okay, I finally crafted something. Chest and legs for armor. Iitiative V. Together they give +11% XP instead of +15 I had on the pre-order set, but I could put lots of bonuses onto them. Used "25% shields on kill" as enhancement and "+50% recharge speed, -30% weapon damage" as a mod.
Yikes! It looks so ugly! Here I thought Deep Space looked mediocre compared to Scavenger, but this...
My adept profile is now rank 4!
Zia's voice sounds terribly familiar.
I literally met murderers disposing of a body, why can't I interact with them?
Two Hydras, more like "run around the entire time". Ugh, why are biotics in this game so weak against armor? And where's the fall damage? The entire point of biotics is killing enemies with physics! Why does a combo, on normal difficulty, not kill a mook, but throw him somewhere I can't see him with a sliver of health so he continues to shoot at me? This is ridiculous!
Me: Ugh I don't wanna do Kadara Also me: *does every single sidequest in the Badlands, raises viability to 70%*
Tempest
Peebee: idk why I wanted to write to you -- Aww :D
Yay, finally I can make my inventory bigger!
"I like it when you flirt" is still an option smh. Clicked it because I think someone mentioned that the zero-g scene is repeatable, but nope.
Alright, time to finally move on to the loyalty missions!
Cora's LM
Convenient when you can reuse an entire map huh :D
TBH most of the things people are saying are flying right past me. I'm just following the quest markers. So, is the arc pretty much empty now? 
Asari sword V!!! Something I wanted to craft or find a long time ago. 
This ascendant wasn't even dangerous. Just a boring bullet sponge. I need to get more weight capacity so I could always carry a sniper rifle just for those guys...
I'm a biotic too!!! I walked through this entire mission as an adept! Why am I not helping with the shield?
Revealed the truth, then said Sarissa should stay as the Pathfinder. Not a difficult decision.
Tempest
"Outcast HQ" sounds ridiculous...
Meanwhile, my Bronze/Silver strike team has five positive traits and no negatives...
Nexus
Good thing I went here before moving on to Vetra's mission! There's a follow-up scene. And apparently, there were a lot of asari still in cryo?
Is this the guy who already sent me a grateful email? This game really fails at continuity sometimes.
Fuck! Jien Garson "died alone"?! All this time I was suspicious about her absence, but people talked about her death so confidently I was sure there were witnesses!
lmao a burned body in an unexpected place. suuuuure
Oh, so she is dead :(
Okay, this is simpler than I thought. The Initiative was about escaping the Reapers. And I thought they were looking for something in Andromeda...
If there's really nothing more to it -- I'd actually be disappointed. The game just continues to subvert its own most ridiculous statements. Pretty much everyone assumed that building something called Arcs and moving to another galaxy right before the Reaper invasion is an attempt to preserve people and culture. The game insisted that wasn't the case, except of course it is. There were only two new races, suspiciously alike -- are they related? Nobody even mentioned the possibility in the game until it was confirmed. On the one hand, it's a relief that the game doesn't believe its own bullshit. On the other, I'd like not to be treated like an idiot. I'd like a story with a premise that makes sense by itself, and with reveals that are genuinely surprising. What's next on the list of predictable "plot twists"? Is Alec alive? Is Reyes the Charlatan?
Tempest
What, I got a bunch of AVP just for promising to do Drack's mission?
Fuck yeah vanadium
H-047c
When you land, the subtitles just disappear...
I almost fell off a cliff and Liam shouted "Ryder!!" in a very startled voice
Whoa, a Reegar!
Took the interrupt, of course.
After Liam's mission, the other two seemed bland...
Havarl
Thanks to the internet, finally found the Fusion Mod of Adrenaline. How can anyone find that by themselves?!
Archon's ship
I'm tired of messing around, let's get on with the plot
Let me guess, I'll have to choose between the map to the Meridian and the salarian arc's survival?
This Pathfinder actually sounds like a Salarian!
A new carfalon, nice
this fight didn't go well lmao
Oh great, now we wiped everything but the ascendant and then he killed me
Ughh, on the third try...
Poor Ryder
Yeah, yeah, we've already heard all that from Harbinger...
Archon's chamber, health and ammo packs... Annoying boss battle, here we go
oh great, it's the Krogett
ah, so it's a mix of Virmire and Priority: Tuchanka
Ouch, I wish I didn't take Drack on this mission...
Well thanks I feel like a monster now
And of course, the autosave is after the choice. I've long suspected that the lack of saving in priority mission is designed to make us live with our decisions...
Honestly when I was making a choice it seemed simply whether a bunch of krogan or salarians are saved from exaltation, the krogan are connected to your friend but the salarians have a Pathfinder. But then the game seems to present it as "many krogans, your friend's friends, vs one Pathfinder"?
So, where to now? After the Nexus.
I have 3 loyalty missions in progress, Peebee, Jaal and Drack, and the last one seems pretty urgent. 
I need to go to Elaaden, especially because after this I need to restore my relationship with the krogan.
I need to activate the vault on Voeld, people in my outpost and my angaran allies has been freezing their limbs of for a long time.
Kadara is the only place where nothing important is happening, but I need to get it to 90% asap to unlock the fusion mod perk.
Tempest
Poured some more points into combat to decrease the weight of sniper rifles, and crafted a Vintage Isharay V. Now I can carry it along with the Hornet and a shotgun of my choice. Some power user I am... :D
No, Gil, I don't really want to meet your friend. Though on second thought, maybe if the Pathfinder tells her we're not here just to breed, maybe she'd believe...
"My mother created the implant in my head, and my father created the AI that uses it. I haven't lost them either" ;_;
Suvi organized a comparative religion seminar, and Jaal and Kallo signed up!
Got myself a bald space mouse
"Okay, I'll learn a new party trick" :D
"You are daring. I had to up my game" It's just a casual option, but sure sounds like flirting... :D
"Just don't get yourself exalted" -> "Just don't relax too much" The translation is getting worse and worse... There's some nonsense in almost every conversation.
Aw, Vetra!
Nexus
Thanks, Tann! Now I have time to do sidequests and loyalty missions without guilt!
No thanks to other Pathfinders, seems like I have to rush the main plot after all :(
Scott!!!
Why is Ryder asking him about things she must know just as well?
Honestly, this game design is super stupid! Kadara opens up a lot of new quests, but also the rushes the main plot like hell! Am I supposed to do the loyalty missions and shit after the end of the story??
Wait, how exactly did Keri scare people? Why was she arrested? I don't understand.
Tempest
Aw, Liam is worried about how I'm coping with my clinical death! *Shepard sighs with envy from another galaxy*
Kadara
Why does the game shower me with shippy Reyes material even when I'm not trying to romance him?
Finally another interrupt lol
"Try to settle here, and I'll consider it an act of war" If I took the story seriously and roleplayed honestly, this would be the point I'd abandon this planet forever, even if I didn't do it far earlier. There's no reason for Ryder to plan for an outpost here -- and I only do because of the queat description. Ughh, the writing in this game is killing me.
How do you take a recipe anyway? How do you make sure there isn't a copy left on the person's computer? Anyway, took it from the asari because I assumed I could destroy the info instead of giving it to the doctor, but had to give it back anyway.
Whoa, the date with Vetra is incredibly romantic
Was it really necessary for two freaking eirochs to greet us as we exit the cave?!
People who lit Sloane from behind so that every time there's a closeup on her, the camera adjusts to that bright light and her face becomes a pitch black blob: please don't ever stage anything again
Travel from the Badlands to the Port, meet Sloane, immediately travel back to almost the same place in the Badlands. Is the game intentionally trying to waste as much of our time as possible?
I think my game ran out of save slots... Without any warning. When you try to write in a new slot everything seems normal but the save just doesn't appear.
Whoa! Ryder WASN'T surprised that Reyes is the Charlatan! I didn't expect her to figure that out...
I'm not sure how Reyes's actions were supposed to weaken Sloane but whatever
First I shot him because I use interrupts instinctively, then replayed and didn't. I don't give enough fucks about this petty war.
100%! Now I can finally leave this snake pit.
BTW, re: the choice: Sloane is almost as bad as Aria at this point, the only redeeming quality is her backstory. And she's proven herself a bad leader, while Reyes could turn out to be better. But deciding to let her die within a split second -- that's not something I or my idealistic character could do. And now Reyes has a potential for a cool comeback story, and Sloane -- for a redemption arc. We have both characters alive and active, while the other option kills one off. (Which, I realize, is a reason that we might never see an interesting follow-up.)
Tempest
Reyes bothered to send a letter! I hope we'll see his dramatic return in a sequel or a DLC. Imagine if you romance him and then save Sloane -- that's a good story! Also, glad I didn't shoot, because the internet says the letter is very bitter and ominous in that case.
Aaand what some people on the internet were saying is true. Fusion Mod Support, which was the sole reason I went to complete Kadara, is broken and deprives you of all buffs. Well, whatever.
Drack doesn't tell me to fuck off anymore. Does this mean I don't need to "give him space" anymore and can plausibly do his loyalty mission? It's weird that the game just ignores all that's happened -- it's not like he tells me he forgave or anything. Consequences my ass. Just lazy writing.
And Lexi just repeats her first description of Drack -- that he's "always good". Ugh. No, he's not!
NOW you want to talk about my death, Cora! Not when I approached you after that mission!
Elaaden
The krogan have a nice flag!
Logical: "Don't make me headbutt you. I absolutely will" Ha! The emotional option was some shit about friendship... 
The worm? That thing from the promo pictures, right? Is it the same thing as the Architects people on the internet are mentioning?
Aww, is this a letter from multiplayer's krogan engineer?
A krogan LARP!
The krogan are literally the only people whom I can understand and support in a decision to jump galaxies
Drack's LM
I don't understand how Vorn got here...
For once I'm not the one with a dilemma lol
"There's only one thing getting destroyed today (...) So there are a lot of things getting destroyed today, actually"
Drack please don't talk during fights, I don't hear a single word, too busy charging people and slashing them with my sword
I still don't understand what all of this has to do with Spender, and don't remember Drack ever mentioning before that the botanist is so important and irreplaceable.
I love being a vanguard on normal because even with an incomplete build you can tank two hydras. To be fair I was standing right on top of a health box...
That's all?? So short...
At least Drack hasn't forgotten my choice...
Ah, so the botanist who sent us on this mission and the botanist we rescued are two different people? Okay, one question answered.
Elaaden
Hmm, this puzzle seems more difficult...
The second monolith has a console puzzle instead of sudoku. I spent a pretty long time on it before realizing there were three consoles, not two...
WHy am I breaking into this base and slaughtering everyone inside??
Couldn't solve the console puzzle in the vault, looked it up, didn't understand the explanation, clicked some more and activated it by accident.
Shit, is this the same puzzle but on pillars?
I fell into the water and the game respawned me into the same fall -- but in the Nomad.
Jumped around and activated the bridge somehow, but the door behind it is still closed
How am I supposed not to fall from the pillars? It's impossible to know if you're jumping not far enough, too far, or not high enough.
Oh, here's that difficult sudoku. I spent like 15 minutes on it and still can't solve it...
Holy crap, I solved it! Took me about 25 minutes...
The purification field was already in the room when I closed the door on it...
Lmao apparently the main krogan on this planet is right in the starting zone... I searched the entire colony for him! And now, with the planet at 83% viability, I finally meet the guy I came here for :D
I clearly was meant to do all of this right in the beginning lmao. But I was in a rush to do Drack's mission...
Pressuring women into childbirth is bad enough in normal circumstances, but when children have about 1% chance of surviving? Back the fuck off.
Messages on the terminal are interesting. I don't like the confirmation of too-earthlike misogyny on Tuchanka, but at least things are getting better here. And I'm still impressed by the letters from the krogan engineer -- do other multiplayer character have presence in the main game too?
And here's the deal with the Remnant ship! I was waiting for the reason to visit it...
I like Morda. I hope I won't have to fight or depose her.
(Btw she's Norda in translation because "morda" means "face, mug")
It'd be much more fun to fight fiends if they weren't sync-killers. I can't even use a shotgun -- the entire fight consists of running away, throwing powers at them when at safe distance, turning around to run again, and if I'm very lucky, finding a moment for a sniper rifle shot a couple of times.
Btw this entire time I thought fiends were exalted eirochs -- but they're just a normal local species? What?
Lmao the viability is at 99% now
The Remnant Ship is a lovechild of the Collector ship/Derelict Reaper and all those veilfire dungeons from DAI
The Nomad looks bad in this planet's lighting... Or is it because I raised texture quality? On Eos and Voeld the entire hull looked the same, now I can see the difference between two areas.
Oh. Is this why I was supposed to break into the scavenger base lol
Well, this was a good planet to bring Drack and Peebee with you everywhere! Sorry Peebs, but even you didn't feel joy when we finally found that drive core after all the bloodshed; plus it's your own philisophy to look into the future instead of the past; plus we might find other Remnant ships but this diplomatic opportunity is huge and unique. It's a laughably small price to pay for so many good things -- not just the outpost, but paying our debts and renewing friendship with a good ally led by an admirable woman. This makes me feel really good, unlike Kadara. New Tuchanka in generally is a feel-good place. The krogan look more real with their occupations and interests, their reason for being here makes perfect sense unlike the rest of the Initiative, and they're happier than in the Milky Way (at least until the end of ME3. Yeah, they have the genophage here, but also the Reapers aren't killing and harvesting them, so I'll call it a draw).
Oh my god, the translators misread "fiends" as "friends"! "Even if it means taking out three friends at once"! L M A O
"We're all a little krogan in here" That sounds pretty racist, Ryder
Nexus
Wait, how is exile harsher sentence for Spender than jail? In exile he'd just be free to continue his racist criminal activities.
"It is the will to continue living" Ugh, don't give me that Padme bullshit
Eos
That's all? This short rude conversation is why Gil called me to meet his shitty friend?
Aw, Cora started a garden! Right on a nest of poison-spitting bugs, but still cute. 
Just as I switch from Flamethrower to Annihilation, I get attacked by two fiends -_- Where's my biotic armor damage, Bioware?!
Btw the Nomad now looks plastic on Eos too :(
And here's the Architect! I avoided looking up videos because I wanted to find out how this fight goes by myself.
And of course, when I died the autosave was glitched and froze my entire game -_-
And it happened again -_- The cutscene doesn't start and I can't do anything
For fuck's sake, on its leg WHERE?
Managed to shot down a leg, got killed trying to shoot its head
Whoa, I won! Ate like 20 shield boosters, though. What a bullet sponge, I felt like I was doing no damage at all. And in the final section of the fight it spent like 5 minutes just shooting and throwing grenades at me without ever exposing the vulnerable spot, I thought that maybe the game just forgot to indicate it. I used Vanguard, Charge/melee/Lance for adds, gun/Lance/Charge for the Architect itself. For some reason it didn't occur to me to switch to Infiltrator or Soldier or even Explorer for sniping lol
Now that I finally leveled up Lance today, I tried a lot of setups... Flamethrower/Energy Drain/Lance (Sentinel), Annihilation/Energy Drain/Lance (Sentinel), Annihilation/Charge/Lance (Vanguard), Pull/Charge/Lance (Vanguard). Next time I'll try Singularity as the first primer. I don't have the final evolution of Annihilation yet, so it's not at full synergy. I really don't know what I like better -- ED/Sentinel or Charge/Vanguard. The latter is novaguard reborn, basically, but I already have one Vanguard profile, which is melee/tank oriented, and I don't want to remove Backlash, especially to replace it with a power that slows down Charge. Four favorites are not enough, Bioware! At least seven -- one for each profile. I still don't have a build for Remnant VI and I really want to use it! Btw, my final blow to the Architect was with Lance -- ending the testing session with style!
I can craft N7 armor X already! Wow. Why no level requirement? I'll replace my chestpiece -- massive buffs to biotics >> 4% XP. Don't know if I should disassemble my old armor or just buy more enhancements...
I just (re-)realized that Charge/Lance/asari sword is basically N7 Slayer... I definitely need that N7 armor!
I'm watching other people's Architect fights -- and turns out, Backlash can deflect its attacks! That's what I should have used as the third skill.
Not related at all, but I hate how people put spoilers in thread titles on Reddit :/ I guess the most obvious ones get filtered out, but indirect spoilers stay. "What are your theories about [thing]?" -- thanks a lot for telling me it won't be explained in the game, dude!! >:[
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thelongestdamnreviews · 8 years ago
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Dungeon Siege III
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I bought Dungeon Siege III with its DLC and the prior two DS games for $10 about five years ago.  I gave it a little bit of a start back then but decided to just sit down and finish it this time.  A little more than 24 hours later and I finished both the game and its DLC.  I played as Anjali and maxed out Influence with Lucas and got halfway there with Katarina, and barely used Reinhart.  I used an Xbox 360 controller for the whole game, playing in Fire Form and shooting people from afar and using her area-of-effect abilities when crowded.  I'll explain that in a bit.
First, yes, Dungeon Siege III isn't really a good Dungeon Siege game.  To me, DS games were about fielding a rather large array of characters and playing Diablo with them, as opposed to the "player and AI helper and summons" that's been the norm since at least Diablo II.  Everyone had personality!  And instead of hitting an arbitrary experience level and being given points to allocate, you had a 'gain by doing' system typical of some MMOs.  If you swing a melee weapon a bunch, you'd gain ranks in the Melee class; if you used Combat Magic, you'd gain in Combat Magic.  It did things kinda differently even though its goal of being a "Diablo killer" didn't quite take.  So is Dungeon Siege III a bad game?  No.  It's just not really good as far as DS games of past, at least in terms of gameplay.  It's pretty different.  
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Banter aside, you can call up these golden orbs to show you the way.  You’ll be using them a lot.  
Things are pretty bad for the 10th Legion in Ehb.  Supposedly they murdered the king three decades ago and some fanatic from the church is hell-bent on killing every single Legionnaire, going as far as turning pretty much the entire country against them.  How lucky that you're one of the last few descendants of the Legion.  Join with your old friend Odo at the old Montbarron Estate and plot a counterattack!  I'm sure nothing bad will happen before you get there...  
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This is your enemy.  Have fun!  
Dungeon Siege III is an action RPG like previous entries in the series, but combat is a bit different and there's an even bigger focus on story than even DS2.  Instead of creating a character from scratch, you instead have your pick between the sword-and-board knight Lucas, the spear and fireballs archon Anjali, the handguns and rifle witch Katarina, and the magic and more magic Reinhart.  The story changes slightly based on who you pick, and you're able to meet the other three characters as you play and have them join you.  DS3's 'gimmick' with combat revolves around the two stances.  One stance is designed to deal with multiple targets close-by, like when you get mob rushed.  The other is meant to handle single targets and for everyone but Lucas, you're able to attack at a great range with this.  The idea is to swap modes as combat progresses but I didn't really do that.  I can't remember any situation where you explicitly needed a ranged attack, so it's largely down to the stance's attacks and how comfortable you are with using them.  
When you level up, you slowly unlock additional attacks for your two offensive stances and enable options for your third defensive stance.  Each stance has three attacks and there are three options for defense, so you have nine total moves for each character.  Each move can then be enhanced five times each from a pool of two mods--for example, one of Anjali's Fire Form special attacks creates a burning field under her.  Your choice of enhancements are to simply boost the damage output of the attack or have it slowly heal any allies standing in its area of effect.  You are able to mix the effects, but you're limited to a max of five no matter what.  And you're also given points to provide unique passive boosts to your character, such as a percent chance to start regenerating health when damaged, a greater chance to crit a target at full health, or to simply boost one stat.  Though you cannot take control of your allies, you can still equip them and allocate skill points and so on as if you could, so there's still some customizing potential.  The Treasures of the Sun DLC adds the ability to completely respec your characters for 20,000 gold each--a little pricey but it's the only way to undo mistakes you've made in your build during the game.  
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Respec in action.  
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Example of the enhancements for each power.  They don’t change but you can make a ratio of the two however you wish.  
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And these are the passive bonuses you can buy.  
DS3 has completely done away with potions.  Small orbs drop from containers or enemies during combat--green ones restore health, blue ones restore Focus, and purple ones with yellow outlines restore Power.  Focus takes the place of traditional MP in this game.  You only ever have a max of 100 of it, and every special attack drains a set amount of it.  It's restored by using your regular attack on enemies.  Power is used to fuel your defensive stance's moves as well as the 'empowered' versions of every move, and that's restored by using your special attacks on enemies or taking damage.  Empowered basic attacks generally deal more damage or hit a wider area, but empowered special attacks have effects like much more damage, a wider range, or being able to affect your ally as well as yourself.  Empowered basic attacks are enabled as soon as you get the first Power orb, but getting it for special attacks requires you to use them quite a bit during your journey. The game at least lists the empowered benefit even before you purchase the special attack for use, so that's very handy.  
There's still randomly-enchanted gear to find like in any ARPG.  You have a pretty spacious inventory of I think a bit over 80 slots, but it can fill up especially if you forget to dump your trash at the local merchant.  You can Transmute unwanted gear to get a fraction of its value in gold immediately and with the DLC, you can break down some gear to get reagents to apply to other gear with Enchantment, but I never really made use of it.  Everyone has eight equipment slots and navigating it wasn't too bad with a controller.  Each slot is a category and only the relevant gear shows up.  You're given a window where what you have on is compared to what you have selected along with green and red arrows showing the changes in stats.  Takes out some of the guesswork when you've figured out how to read it at least.  This is the first game like this in a long time if ever where NPCs sold unique-class equipment.  They still drop, but it didn't feel like it was at random.  There's no player stash so holding onto them isn't really useful.  They kept the "pick up everything nearby" button from the first two games though!  So looting won't be tedious at all.  
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Appropriately enough, the final store in the game sells nothing but uniques.  
There's a pretty heavy focus on story this time around.  DS1 started with "help the Krugs are attacking blegh dead" and you wind up running across the kingdom eventually saving it from an ancient evil you were completely unaware of when you set out from your humble farmstead.  DS2 started with "I wanna go home" and then "I want revenge" and still the story was kinda left in the background.  Here, it's pretty front-and-center.  Conversations were already voiced in prior games but there's just so much dialog this time.  There are up to four dialog options and you're not pressed for time to select like with Alpha Protocol, and a lot of them are questions--who are you, why are you doing this, where are we, etc etc.  You gain influence with your current ally based on some things you say, though the only bonus that provides is a stat boost.  There are some decisions to make, like what to do with one of the early bosses or unruly workers in Stonebridge, but as opposed to a karma meter, your major choices instead get a "still images that move" cutscene and others are mentioned at the epilogue, Fallout-style.  There are several Lore books and entries to find and I thought it was a nice touch that you're able to review anything you found from the menu at any time.  There aren't quizzes or anything, but it's great for the lore buffs.  There are likely slight differences in the story based on who you picked to play as, but I only went through with one character.  
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I have the feeling Anjali was meant to be a second-run kinda character given what she is and how her people factor into the story.  
Music is orchestrated ambient stuff and there's a lot of professional voice acting here (not that I looked up who did the work in prior games I mean).  Nothing about the audio got annoying or bothersome and I didn't run into the 'Bethesda syndrome' of having one actor voice several characters in close proximity.  Controls weren't bad.  The controller doesn't allow you to mouse-over who you want to attack, so using the sticks to select a target is a little tedious, but every button wound up having a use.  Difficulty was pretty standard.  I only game overed once...on a non-story boss.  There aren't KO and Dead states in this game, just you or your ally needs to interact with the downed body for a couple of seconds without getting hurt and they're back up at 50% health.  I wound up dropping probably close to 40-some times total due to me playing aggressively, so your mileage may vary.  You can manually block in this game, so it would be smart to use it!  
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I think I know why there are no mules in this game.  I wouldn’t be surprised if they went extinct by now!  
One problem I had with the game was that it took me a good while to really get into it.  I don't know how much of it was "ugh this isn't Dungeon Siege of old" wearing off, but it did finally endear itself to me.  It's too bad that point was roughly past halfway, though.  I didn't do multiplayer but it has a pretty weird setup.  You join someone's game and you play as one of their characters...and you take nothing back with you.  Anything that drops stays with the host.  You don't even get experience points or progress through the story.  One minor thing I didn't like was that in conversations, you never see your character or your ally's faces.  There are very few sections where your faces are shown and they're actually animated for speaking, but it seems like a waste given how much you both actually speak and you just never see it.  The conversations focus on the person you're speaking to almost the entire time otherwise.  I didn't like the lack of fast-travel options.  No Town Portal, no warping between save points, just you and having to hoof it at a plodding max speed.  And...there's no way to save anywhere like the prior games.  There are several save points, but I ran into "you cannot save until combat has ended" more than a few times, even if enemies weren't in the immediate area.  Pretty annoying.  
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Would it have been too disorienting to have the camera switch back and forth?
Overall, Dungeon Siege III isn't a bad action RPG.  It's likely not going to be fondly remembered and some would argue it was what killed the franchise, if it'll be remembered at all.  To me, it didn't really do anything terribly unique, nothing that was memorable other than having a lot of polish, especially for an Obsidian game.  I had maybe two bugs and zero crashes the entire game, and that's pretty notable.  But yeah.  You won't have to or need to pause the game and swap spells or get everyone to drink potions and you can't build a diverse team intending to play as them anytime you wish, but it's not bad otherwise.  Just it's not a good Dungeon Siege.  
As for Treasures of the Sun as a whole, it adds some things.  The level cap is increased to 35, there are three ultimate abilities added that drain your Power orbs to fuel their effects (an instant heal, a wide damage blast, and a party-wide shield) you can find and only use one of at a time, you can break down equipment and Enchant it into other gear as I mentioned above, you can respec, and the story content isn't particularly long but it takes place in an entirely new area.  It's not necessarily what I'd call essential, but it's the only DLC for the game and you may as well get it with the base game just because.  
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quintonbennett · 7 years ago
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Gladiator Heroes Hack
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It's usually a matter of getting the strongest crew in the arena, as you do not have a direct management over the motion of your gladiators, nor the targets they select with the common assaults. Nevertheless, you've control over the initial placement of the gladiators and you'll choose what expertise to use and when to do that. Though not a lot, you need to use this to your own benefit: place your gladiators shut together however in such a means that you simply open up the door for one to attack an enemy from the again as this does a ton of injury.
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